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A similar event or anomaly could be constructed, allowing you to get psionics trait, without the paranoid scientist. Also, in order to not break the game balance in a way that "anyone can get anything mentality", this event could have an unimaginably high cost to the player. I'm not specifically talking about economy, but empire-wide massive debuffs, loss of several colonies, temporarily crippling one's military, or all at the same time. It could really make the player think and decide between having "a slim chance" getting the first psi tech(rest are not weighted according to ethos afaik) and losing several decades of colony/pop progress.
Also what about events involving primitives? Such as trying to prevent a world war or dealing with a dangerous primitve leader? Or possibly trying to prevent a deadly virus from wiping out the entire planet.
It would also be neat if you could make diplomatic events, ones that could push enemy empires to war or strain alliances, but also ones that could help two empires grow closer or even end a war.
Just a couple of ideas that came to mind one night after I saw you guys were taking suggestions.
It could only spawn on Frozen world (and not Arctic or Barren ones), and would have a difficulty of maybe 2 to 3. The chance to fail at this level would probably be about 20%.
Anomaly Description:
"Even from high orbit, strange dark spots on the surface of [World Name] can be seen in the hundreds of thousands. However, after only a few days in orbit, the crew of the [Ship Name] have already noticed the shapes shifting about; some have faded, some have appeared, and many have slightly changed position."
Upon Completion:
"Upon closer inspection and the launching of probes underneath the surface of [Planet Name], [Scientist Name] has determined that the entire planet is covered in ocean, which is in turn covered by a thick layer of ice. However, light can penetrate the immense covering, supporting a lush ecosystem of aquatic creatures. Most notable, however, are the culprits behind [Planet Name]'s shifting spots; gigantic nautiloids miles wide, which occupy the top spot in the world's ecosystem, with no natural predators. A special project has been issued to study these creatures in better detail."
This special project... well, I'm not really sure how long it should last or what it should be called, etc. etc. But it should stall Society research if it stalls anything, and not last too long; a few months at most. It would also (of course) require a science ship with a scientist of at least level 3.
Upon Completion:
"After further study and many under-ice expeditions, the crew of the [Ship Name] have discovered a few fascinating things about the nautiloids. Firstly, they have biological processes which create incredibly tough materials for their shells, perfect for construction. However, this woud require killing them to obtain the materials. But this possibility is made unappealing by the fact the nautiloids also demonstrate basic levels of intelligence, similar to most semi-sentient species. In addition, when not keeping themselves afloat they drop down into the depths quickly, making harvesting the dead impossible unless you kill them first."
At this point the player is given a few options.
Every civilization is given the following two:
"We must study them to better our civilization."
Which adds a 2 Society research deposit on the planet (or another Society research deposit of a more appropriate size).
"Though it pains us, their loss is our gain."
Which adds a 2 Mineral deposit on the planet (or something bigger; probably something bigger now that I think of it, +3 or +4).
However, a few ethics systems offer up different possibilities.
Xenophiles:
"Let us study them, and charge tourists to see these majestic creatures."
Which adds 2 Society research AND 2 Energy (or, again!, something larger).
Xenophobes:
"We'll hunt them, and charge tourists for the privilege of participating in the hunt."
Which adds 2 (or more) Minerals and 2 (or more) Energy.
Materialists:
"Let us study them, and harvest those which are about to die anyway."
Which adds 2+ Minerals and 2 Society research.
Feel free to use this as you like, and modify it as you see fit. I have more, too, if you want to hear them. I'm particularly interested in more non-anomaly events; do you know if it's possible to change other Empire's opinions and add/remove modifiers from planets?
you can add and remove opinion modifiers. We already did things like this in our pilgimage event or in elusive carcosa. Adding and removing permanent or timed planet modifiers is also no problem.
But i have not gotten that far into endgame crisis. In fact i never played far enough into the game to have one ;) even though having played for nearly 300 hours now^^
Xenophiles:
"Try to establish communication with them. Who knows how such massive creatures think?"
+3 or +4 Society research instead of just +2.
Materialists:
"Study the shells of live ones; the research benefits should make up for the lack of actual use."
+2 Society research and +2 Engineering research.
Xenophobes would remain the same, since it's still possible by the game's rules.
I'll write up some more of my ideas later... (particularly colonial and inter-empire events, things I've found lacking in variety/presence in the game). I've also been dabbling in modding Stellaris, so I might be able to hand over some half-programmed events as well. At the very least I won't be suggesting anything impossible. :P
Speaking of which, I had an idea for a colony event. If possible, it would only happen on planets with large bodies of water - so Continental, Tropical, and Ocean worlds. (With the new Heinlein patch coming out soon and changing how planets work, it would therefore apply to any planet type in the "Wet" category.)
It would start with the following event:
"The colonists of [Planet Name] have discovered something unusual about the planet. Tidal forces are pulling the oceans in ways completely unexpected, with no body of matter located where one should be. While this would be interesting but not important, the tidal forces seem to shift [Planet Name]'s oceans far more than expected, but at incredibly slow speeds; not noticable until permanent settlements were established.
This has created an unfortunate situation where vast portions of the planet are for a few years dry, and then for a few years submerged under hundreds of metres of water. While not an issue in the short term, constant relocation of coastal cities lowers the overall habitability of the planet - and happiness of the colonists. What good is a major port or shoreline property, if it will be either inland or undersea in a few years' time? For now, a special project has been issued to find the source of the phantom gravity."
This would do two things; first, it would add a modifier that lowers the happiness and hability of the planet by a serious but managable amount (say, 10% each). Enough to make the player want to fix it, but not to make the colony meaningless.
Secondly, it would spawn a special project requiring a science ship and scientist. These would both be low level since it's not hard to do what they're trying to do. Completion would result in the following event:
"After some simple calculations and a few days of searching, the source of [Planet Name]'s vast waves has been tracked to an alien object orbiting at a slow pace a great distance away from the planet. Despite its small and hard to detect size, it has an immense density, something physically possible but not naturally formed. Further analysis by [Scientist Name] has shown it to be some sort of waypoint for an ancient and long gone civilization.
Moving the waypoint out of the way would be an easy task, something the ship could do already, but another proposal has been presented. A number of colonists from [Planet Name] have proposed the construction of massive hydroelectric generators which would harness the planet's slow but powerful tidal currents to generate energy for the colony. Although it would keep the planet's population landlocked, it would provide a bonus to energy production.. The construction of such generators could be handled by civilian contractors for free, but the endeavour would be costly for them. They need an answer now so they can know whether or not to begin preparations. How should we proceed?"
Option 1:
"Give the order to shunt the waypoint out into deep space."
This would remove the habitability and happiness penalties on the planet.
Option 2:
"It's a restriction they can live with. Leave the device alone."
This would keep the initial penalty on the planet - BUT, it would also spawn a new bonus that added 10% to all energy produced on it as well.
Also, if you would like to join the team we could definitely use another talented writer. Send a private message to one of the admins (anyone listed in the "Created By" section of this mod) and we can send you an invite.
Edit: Oops, hadn't seen your previous reply. Anyway, you're welcome to keep posting writing in this thread, but you can also send a message to me or Malthus or any of the admins and we can add you to the official team :)